We’ll be deploying an update on 26.04.2018 that includes the new duo Champion: Strogg & Peeker, a new map Awoken, a new Super Nailgun vanity weapon: the Disruptor, and many quality of life improvements. We estimate the update process will take from 7AM EDT – 2PM EDT (11AM GMT to 6PM GMT).

CONTENT

NEW CHAMPION: STROGG & PEEKER

Ability Drone Strike: Strogg enters a camouflaged state and deploys his drone. He assumes control of the drone, which can fly around and shoot at players using its Hyperblaster. Using the ability again causes the drone to accelerate forward and detonate upon collision.

Passive Stroyent Cell: Gather Stroyent capsules from your corpses of his enemies that heal his wounds.

NEW MAP: AWOKEN

In the vine-choked valleys beyond Zar’s templed terraces, a monument to the Queen of Ciphers looms over what remains of the Temple of Forgetting.

Increased the base movement speed for all Light and Medium Champions
Preserved the uncapped max speeds for most Champions but applied speed caps for Champions with special movement mechanics – sacrificing their max speed in favor of maneuverability
Increased the air acceleration for all Champions (except Visor), for improved dodging and strafe jumping
Anarki / Sorlag air control is more fluid, but gain less speed on initial jumps
Slash crouchslide is now more fluid
Ranger Dire Orb splash radius reduced
Health and Armor Decay rates unified for all Champions
Active Ability Cooldowns adjusted

Fixed an issue where the crash reporter wasn't working
Fixed issue where direct hits on a moving target with projectiles may not deal damage
Fixed an issue where after long Join In Progress teammates markers were red
Fixed an issue where client could not launch on low preset
Fixed an issue where client could get stuck at Ready state if server crashed
Fixed an issue on the Battle report screen when medals appeared
Fixed an issue in Instagib, where armor shards were dropped from killed player
Fixed an issue in Instagib where environmental hazards were not damaging the player properly
Fixed an issue where vanity items were not fully visible when unlocked in Backpacks / Chests / Reliquaries
Fixed an issue where Map geometry did not load properly in Sacrifice areas
Fixed some issues where Multiple Players could spawn in the same spot on certain maps
Fixed various issues where Opponents could spawn near each other
Fixed an issue where Brazilian Portuguese localization was not showing up properly
Fixed an issue where Quad SVX had a very intense glow
Fixed an issue where Railgun did not penetrate through players
Fixed an issue where User was unable to change their Target Display
Fixed an issue with a disabled "Start Game" button when inviting another user to Custom Game
Fixed an issue where Vale of Pnath: Players can respawn within line of sight of other players near the Mega Armor
Fixed an issue where Vanity railguns will leave red decals around maps in various locations
Fixed an issue where Voice chat: Voice Chat Controls key bind is not reset when using the Default option
Fixed issues with champions jitter while moving
Fixed render issue with sparks on Ruins of Sarnath
Fixed server spike on players respawn

SPECTATING

Fixed an issue where Ranked v: Spectator in game scoreboard does not match post-game scoreboard
Fixed issue where spectators see their own Level Progression Bar and Daily Challenges when viewing the Scoreboard
Fixed issue where Spectator Arrow indicators persist on players after x-ray is turned off

CHAMPIONS

April Balance changes
Fixed circle strafe friction parameter
Fixed incorrect auto-hop behavior
Fixed issue where BJ's passive did not work as expected
Fixed issue where Clutch could abuse his dashing ability by using macro
Fixed issue where DOOM SLAYER jittered when jumping
Fixed issue where DOOM SLAYER's speed was capped if he activated his ability before picking up Quad Damage
Fixed issue where Keel’s Grenades were able to go through Clutch’s Shield
Fixed issue for Missing Grenade Swarm SFX in first and third person
Fixed issues with strafe jump not working as expected
Fixed issue where Ranger might teleport to map origin when attempting to use Active Ability
Fixed issue where Sorlag's Acid Spit lasted a shorter duration than intended
Fixed an issue where Anarki's Bone Daddy flame effects were always on and not treated as separate attachments
Fixed an issue where BJ's Duel Wield ability ended when weapon swap occurs, manual or out of ammo
Fixed an issue where BJ levitated above the pregame column
Fixed an issue where champions could become invisible in 3rd person
Fixed an issue where DOOM SLAYER had his weapons in hands when in active ability
Fixed an issue where DOOM SLAYER’s equipped weapon may change after using his ability
Fixed an issue where DOOM SLAYER’s Berserk ability might not work properly when enemies are close together
Fixed an issue where killing with Galena's totem In the Instagib mode, was not counted as a frag
Fixed an issue in Instagib where Keel was not able to perform Grenade Jump
Fixed an issue where Large sized champions are not always able to damage the small sized champions with the gauntlet
Fixed an issue where player did not see a hit-mark when standing in the Acid Pool
Fixed an issue where Scalebearer ability did not go into cooldown when he died during its usage
Fixed an issue where Scalebearer ability did not start cool down process if champion died while using it
Fixed an issue where Scalebearer active ability SFX persisted
Fixed an issue where Scalebearer and Ranger lack 3rd person animation
Fixed an issue where The Goroth Ansht rune did not increment after earning 'Denied' medals against Slash
Fixed an issue where Winning a match of Duel, Deathmatch, Sacrifice or Team Deathmatch increased multiple other runes incorrectly
Fixed low res textures on DOOM SLAYER’s helmet

ART

Fixed an issue where Blue light appeared when a player entered a blood pool for the first time
Fixed an issue where Credits did not work
Fixed various text issues
Removed an empty drop-down menu

MAPS

Fixed an issue for Sacrifice where Lighting may become very bright in the Pillar Room on Blood Covenant
Fixed an issue where player could get stuck on a ladder on Lockbox
Fixed an issue where environmental hazards did not damage users when in an Instagib match
Fixed grey SFX on Acid bubble burst
Fixed an issue for Burial Chamber where Players could easily spawnkill from directly above spawn-point near HMG Jump pad
Fixed various map collision issues
Fixed various issues related to the dire orb allowing access to out-of-bounds areas
Fixed various liquid texture issues

WEAPONS

Fixed an issue where it took too long for the muzzle flash to disappear after a shot
Fixed issue where Smoke trails from projectiles may originate from the map origin
Fixed an issue where there were no scorch marks on surfaces
Fixed an issue where The Constructor Nailgun would stop animating for a second when Quad Damage is picked up or expires
Fixed an issue where Tri-bolt Projectiles appeared inconsistently in third person
Fixed issue for Tri-bolt projectiles sometimes persisting in the world

UI

Fixed issue where contact list wasn’t sorting properly
Fixed an issue where there were no Battle Reports after placement match
Fixed an issue where Weapon and Armor Shaders did not display rarity on the popup
Hit-marker art updated
Fixed an issue where there were no Champions on Death Screen in ranked Duel
Fixed an issue where doors in tutorial did not have proper indicators
Fixed an issue where the red cross tint for a dead Champion was not very visible
Fixed an issue where Sacrifice Tourney players in the spectator list become, “WWWWWWWWW” once the pre-match sequence starts
Fixed issue when Rune Challenges did not appear on scoreboard
Fixed an issue where Weapon Shader thumbnails appeared blue before they were fully loaded
Fixed an issue where arrow indicators persist on players after x-ray is turned off in spectator mode
Fixed an issue where the post-match podium did not appear in TDM
Fixed an issue where Users didn’t receive a notification of low funds when attempting to rent a Champion in the store
Fixed an issue where Rounds won did not show in Sacrifice
Fixed an issue where Some Champion's Health and Armor stats are incorrectly listed in many of the game's menus
Fixed an issue where Map geometry does not load properly in Sacrifice areas
Fixed an issue where Players could still spend their currency on Loot Boxes even if they owned the maximum amount
Fixed an issue where Arrow indicators persist on players after x-ray is turned off
Fixed an issue where there was no scoreboard on Post Match Ranked TDM in Custom games
Ping color coding added to indicate playable datacenters
Fixed an issue where Main Menu animation could continue to play in Customization screen
Fixed an issue where Daily Rewards screen could be closed by pressing Esc without getting any rewards

MISCELLANEOUS

Fixed an issue where player received multiple identical challenges
Fixed an issue where Switching to another weapon while shooting from Railgun may result in a blank shot from Railgun
Fixed an issue where Super shotgun did not animate when reloading in first person

I still have an issue with the start health stacks of doom slayer and visor in FFA, it means as a scalebeaer player, I lose off the spawn fights to these two every time, because they have 150/25 vs my 150/50. My hitbox means that "EXTRA" 25 health means nothing. In a game mode where the average life span is 15-20 seconds, the logic of "but you have > stack potential is a bad one.

feels the same for me as slash. i would say i can hit doom quite good but have to hit him to much. Visor on the otherhand is hard to hit for me, so a slidly bigger hotbox or a Stack at around 160 would be worth a try.

and i would like to see a version of slash with a offensiv ability. maybe her boyfriend from the BIO of so. Curz the trail compared to the other is more or less useless in TDM FFA game modes.

rockets should be 1000 ups

and i need different colors for the outlines, curz i cant see the red outlines. the outlines from my teammates are so much better to see.

Did you actually read my comment? I didnt even tryout qc cuz it suck. I cant adapt to something which i never even tried and never want to try.
QC is a game for kids so i keep playing QL with the big boys.

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Slower rockets = the most significant change this patch
So many common engagements that have had their "flow" untouched since a year ago will now feel quite a bit different
Pushing with LG will be viable in many spots it's currently not

The devs have yet to pick a stable balancing direction a whole year after release.

Every champions' parameters change completely with each minor patch.

No sense of direction or progress.

How can you practice such an unstable mess extensively?

Practicing this heavily is actually harmful, because you risk to get too used to one set of "fixes" and struggle to adapt to the last one before a torunament (quakecon, because it doesn't seem there will be other big ones apart that)

Starting? It was obvious on day one that the champions couldn't be balanced. Like, back in the day when I played Call of Duty 4, there were lots of guns to choose from, but some guns were better than others, and the pubstars would tend to use certain weapons and not use others, and that never changed.

I had already posted this reply to comment #9 (then moved it here where it made more sense)
The only thing I did was ad the line 'tweaking to perfection' as I felt it added something - Hardly repeating

Without going into a philosophical debate about what belongs to where, and also about the sociological implications of gambling, especially among youngsters, I think it's pretty safe to say that financially exploiting people is generally wrong, even if they are "whales" or individuals with gambling problems.

Doom Slayer and Visor are over powered in FFA. Even more so with this patch.

They start with 150/25, their relatively small armour stack does not really come into effect in a game mode where the average life time is about 15-25 seconds per frag. (excludes noobs and pros who as always are a rule unto themselves)

The result, Scalebearer has 150/50 off the spawn which means he loses a head to fight vs these two every time with a similar aimer at the helm because the hitbox of Scalebearer costs him more than the measly 25 Armour you give him as some kind of substitute.

He's supposed to be a tank, so when he's losing head to head battles vs a medium off the spawn with default weapons, this is one of the many flawed gameplay choices which affect the game. And one of the easiest to observe and prove.

If you're going to have a game with 3 character classes LIGHT/MEDIUM/HEAVY then that needs to be reflected in the health and armour which it kind of is, but not in this instance.

Great prophet of the almighty lord himself, Tim Willits. Prophecy comes true according to Yakumo's teachings. You will forever worship Tim or be dammed a thousand deaths at the hands of a thousand quake zombies who throw their guts at you. Hear their cries of anguish and suffer their excruciating death that you too deserve.

It is sad how their solution to people not playing the game is to add more bling instead of focusing on making a game that is fun to play and an engine that has sharp and responsive feel to it. They have gotten a small number of players from handing out lots of keys, but would be surprised if many of them stick around. QC so far reminds me a lot of Q4 1.0-1.2 in that it is a mediocre game on a terrible engine. Q4 1.3 and onwards was a decent game on a terrible engine, which is why Q4 died off.

Reduce Doom Slayer and Visor start stack from 150/25 to 125/25.
Right now both of them are able to beat tanks off the spawn, the top end stack in a game mode FFA where armours and megas and virtually impossible to collect on a consistent basis just means they have tank health with a wall hack and mini quad to boot. Dumb.

Get rid of the nailgun as a start weapon, keep it to SG and MG.

Put the LG spawn location in more remote parts of the map. Less LG means its harder for new players to be annihilated. That in conjunction with the removal of NG as a start weapon will mean a lot less spam and improve such issues, especially on the new map which while a good design it ruined by cess.

Right now there is way too much emphasis on getting the LG and just abusing it.

Mix up the quad and protection spawn points, why do they have to be in the same location every time?

Certain parts of the map benefit certain character, at least if you cycle you provide more variety and scope for thinking of ways of how to get the quad.